Captains

Wanderburg Captains and Loadouts

The people, guns, and relics you take into a run.

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Captains Hub

The shop between Wanderburg runs is where the game stops being a toy and starts being a build. Gold buys captains, extra modules, crew, and artifacts. This hub is the roster side of the wiki. Combat how-tos live under guides. Rankings live under the tier list. Come here when you are staring at a gold pile and do not want to tap the first portrait.

Wanderburg is single-player. These are not other humans on a server. Captains are player-character modifiers. Modules are the guns and legs on the keep. Crew sit on the battlements and do jobs. Artifacts twist the rules. You pick a mix, then you drive.

Captains

Start with captains. The page only names people we can actually source from demo videos and patch notes: Norbert the Normal, Dieter the Drunk, vampire-style sustain captains, Racer Ruth, The Count, gold printers, and a few bonus texts that creators read out loud. If a wiki invented a twenty-person roster, it would be lying. Randwerk will add more by Early Access. We will add names when they are public.

Pick a captain whose sentence you can say while steering. “I heal when I eat” is a sentence. “I am funny and drunk” is a sentence with a handling cost. “I make the game twice as fast” is a sentence that will kill a new player. Match the sentence to best builds.

Modules

Modules is the hardware list: archers, side cannons, mortars, mines, ram, dash or teleporter, fire mage, barracks troops, stun hammer, and the wild locomotion toys such as spider legs in trailers. Four slots is the design constraint. If you cannot name what each button does, you brought a museum, not a kit.

Use the module tier list after you know what the toys are. A tier list without the hardware page is just swagger.

Crew and artifacts

Crew and artifacts covers the quieter half of the shop. Repair teams, gold-over-time crews, extra sheep gold, “do not die, come back at 30%”, next-artifact-is-double, burn-spread, cannon knockback, cooldown reset at full fuel. These do not look as loud as a ram. They decide whether a ram build lives.

How to spend a first purse

  1. One captain you understand.
  2. One module that fills a hole (damage, escape, or sustain).
  3. A crew that either repairs or prints gold.
  4. Stop. Go play. Read getting started if that order feels fast.

Do not buy every portrait “because it is there.” Demo gold is finite and Early Access will add more sinks. The loadout checklist is a printable version of this advice.

When 8 September 2026 hits, come back here before you come back to the tier list. New names will land in the shop first. Rankings can wait a weekend.

Vehicles

The demo is mostly one chassis. Early Access is supposed to widen the garage. Vehicles keeps trailer legs and the three-frame interview goal out of the grasslands shop list.

FAQ

Frequently Asked Questions

Quick answers to the most common Wanderburg questions.

Are captains other players?

No. They are selectable player modifiers. Wanderburg is single-player. See captains.

How many modules can I take?

Design talk and HUD shots centre on about four equipped actives. Drafts can upgrade those pieces rather than inventing a tenth slot.

Should I unlock everything in the demo?

Unlock what you will play. A full shop is a trophy, not a requirement. Use the demo walkthrough as the spending plan.